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Rename cEntity swim states (#3996)

* Replace cEntity:m_IsSubmerged with m_IsHeadInWater
* Replace cEntity:m_IsSwimming with m_IsInWater
* Add API documentation for new symbols
* Apply SetSwimState to all entities, not just mobs and players
* Pickups now use IsOnFire to check if they are on fire before destruction

Fixes #3987
This commit is contained in:
Alexander Harkness 2018-01-14 18:44:45 +00:00 committed by peterbell10
parent 44519225b2
commit ad22922393
11 changed files with 198 additions and 136 deletions

View File

@ -3724,6 +3724,46 @@ local Hash = cCryptoHash.sha1HexString("DataToHash")
},
Notes = "Returns true if the entity is invisible",
},
IsInFire =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if any part of the entity is in a fire block",
},
IsInLava =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if any part of the entity is in a lava block",
},
IsInWater =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if any part of the entity is in a water block",
},
IsHeadInWater =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the entity's head is in a water block",
},
IsItemFrame =
{
Returns =
@ -3872,7 +3912,7 @@ local Hash = cCryptoHash.sha1HexString("DataToHash")
Type = "boolean",
},
},
Notes = "Returns true if the mob or player is submerged in water (head is in a water block). Note, this function is only updated with mobs or players.",
Notes = "Returns true if the entity's head is in a water block <b>Currently deprecated in favour of IsHeadInWater()</b>",
},
IsSwimming =
{
@ -3882,7 +3922,7 @@ local Hash = cCryptoHash.sha1HexString("DataToHash")
Type = "boolean",
},
},
Notes = "Returns true if the mob or player is swimming in water (feet are in a water block). Note, this function is only updated with mobs or players.",
Notes = "Returns true if any part of the entity is in a water block. Note, this function is only updated with mobs or players. <b>Currently deprecated in favour of IsInWater()</b>",
},
IsTicking =
{

View File

@ -3954,6 +3954,56 @@ static int tolua_cCompositeChat_UnderlineUrls(lua_State * tolua_S)
static int tolua_cEntity_IsSubmerged(lua_State * tolua_S)
{
// Check the params:
cLuaState L(tolua_S);
if (!L.CheckParamSelf("cEntity"))
{
return 0;
}
// Get the params:
cEntity * self = nullptr;
L.GetStackValue(1, self);
// API function deprecated:
LOGWARNING("cEntity:IsSubmerged() is deprecated. Use cEntity:IsHeadInWater() instead.");
cLuaState::LogStackTrace(tolua_S);
L.Push(self->IsHeadInWater());
return 1;
}
static int tolua_cEntity_IsSwimming(lua_State * tolua_S)
{
// Check the params:
cLuaState L(tolua_S);
if (!L.CheckParamSelf("cEntity"))
{
return 0;
}
// Get the params:
cEntity * self = nullptr;
L.GetStackValue(1, self);
// API function deprecated
LOGWARNING("cEntity:IsSwimming() is deprecated. Use cEntity:IsInWater() instead.");
cLuaState::LogStackTrace(tolua_S);
L.Push(self->IsInWater());
return 1;
}
static int tolua_cEntity_GetPosition(lua_State * tolua_S)
{
cLuaState L(tolua_S);
@ -4073,6 +4123,8 @@ void cManualBindings::Bind(lua_State * tolua_S)
tolua_beginmodule(tolua_S, "cEntity");
tolua_constant(tolua_S, "INVALID_ID", cEntity::INVALID_ID);
tolua_function(tolua_S, "IsSubmerged", tolua_cEntity_IsSubmerged);
tolua_function(tolua_S, "IsSwimming", tolua_cEntity_IsSwimming);
tolua_function(tolua_S, "GetPosition", tolua_cEntity_GetPosition);
tolua_function(tolua_S, "GetSpeed", tolua_cEntity_GetSpeed);
tolua_endmodule(tolua_S);
@ -4238,7 +4290,3 @@ void cManualBindings::Bind(lua_State * tolua_S)
tolua_endmodule(tolua_S);
}

View File

@ -123,7 +123,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos)
double KnockbackAmount = 11 + 10 * PunchLevel;
a_EntityHit.TakeDamage(dtRangedAttack, GetCreatorUniqueID(), Damage, KnockbackAmount);
if (IsOnFire() && !a_EntityHit.IsSubmerged() && !a_EntityHit.IsSwimming())
if (IsOnFire() && !a_EntityHit.IsInWater())
{
a_EntityHit.StartBurning(100);
}
@ -218,7 +218,3 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
}
}

View File

@ -54,8 +54,10 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
m_TicksSinceLastFireDamage(0),
m_TicksLeftBurning(0),
m_TicksSinceLastVoidDamage(0),
m_IsSwimming(false),
m_IsSubmerged(false),
m_IsInFire(false),
m_IsInLava(false),
m_IsInWater(false),
m_IsHeadInWater(false),
m_AirLevel(MAX_AIR_LEVEL),
m_AirTickTimer(DROWNING_TICKS),
m_TicksAlive(0),
@ -477,11 +479,11 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
{
BurnTicks += 4 * (FireAspectLevel - 1);
}
if (!IsMob() && !IsSubmerged() && !IsSwimming())
if (!IsMob() && !IsInWater())
{
StartBurning(BurnTicks * 20);
}
else if (IsMob() && !IsSubmerged() && !IsSwimming())
else if (IsMob() && !IsInWater())
{
cMonster * Monster = reinterpret_cast<cMonster *>(this);
switch (Monster->GetMobType())
@ -831,6 +833,7 @@ void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_InvulnerableTicks--;
}
// Non-players are destroyed as soon as they fall out of the world:
if ((GetPosY() < 0) && (!IsPlayer()))
{
Destroy();
@ -848,11 +851,16 @@ void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
return;
}
// Position changed -> super::Tick() called
// Position changed -> super::Tick() called:
GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, POSX_TOINT, POSZ_TOINT)
// Set swim states (water, lava, and fire):
SetSwimState(*NextChunk);
// Handle catching on fire and burning:
TickBurning(*NextChunk);
// Damage players if they are in the void
if (GetPosY() < VOID_BOUNDARY)
{
TickInVoid(*NextChunk);
@ -862,6 +870,7 @@ void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_TicksSinceLastVoidDamage = 0;
}
// Handle cactus damage or destruction:
if (
IsMob() || IsPickup() || IsExpOrb() ||
(IsPlayer() && !((reinterpret_cast<cPlayer *>(this))->IsGameModeCreative() || (reinterpret_cast<cPlayer *>(this))->IsGameModeSpectator()))
@ -869,12 +878,10 @@ void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
DetectCacti();
}
// Handle drowning:
if (IsMob() || IsPlayer())
{
// Set swimming state
SetSwimState(*NextChunk);
// Handle drowning
HandleAir();
}
@ -1192,60 +1199,13 @@ void cEntity::TickBurning(cChunk & a_Chunk)
m_TicksLeftBurning--;
}
// Update the burning times, based on surroundings:
int MinRelX = FloorC(GetPosX() - m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
int MaxRelX = FloorC(GetPosX() + m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
int MinRelZ = FloorC(GetPosZ() - m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
int MaxRelZ = FloorC(GetPosZ() + m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
int MinY = Clamp(POSY_TOINT, 0, cChunkDef::Height - 1);
int MaxY = Clamp(FloorC(GetPosY() + m_Height), 0, cChunkDef::Height - 1);
bool HasWater = false;
bool HasLava = false;
bool HasFire = false;
for (int x = MinRelX; x <= MaxRelX; x++)
{
for (int z = MinRelZ; z <= MaxRelZ; z++)
{
int RelX = x;
int RelZ = z;
for (int y = MinY; y <= MaxY; y++)
{
BLOCKTYPE Block;
a_Chunk.UnboundedRelGetBlockType(RelX, y, RelZ, Block);
switch (Block)
{
case E_BLOCK_FIRE:
{
HasFire = true;
break;
}
case E_BLOCK_LAVA:
case E_BLOCK_STATIONARY_LAVA:
{
HasLava = true;
break;
}
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_WATER:
{
HasWater = true;
break;
}
} // switch (BlockType)
} // for y
} // for z
} // for x
if (HasWater)
if (IsInWater())
{
// Extinguish the fire
m_TicksLeftBurning = 0;
}
if (HasLava)
if (IsInLava())
{
// Burn:
m_TicksLeftBurning = BURN_TICKS;
@ -1266,7 +1226,7 @@ void cEntity::TickBurning(cChunk & a_Chunk)
m_TicksSinceLastLavaDamage = 0;
}
if (HasFire)
if (IsInFire())
{
// Burn:
m_TicksLeftBurning = BURN_TICKS;
@ -1275,7 +1235,7 @@ void cEntity::TickBurning(cChunk & a_Chunk)
m_TicksSinceLastFireDamage++;
if (m_TicksSinceLastFireDamage >= FIRE_TICKS_PER_DAMAGE)
{
if (!IsFireproof() && !HasLava)
if (!IsFireproof() && !IsInLava())
{
TakeDamage(dtFireContact, nullptr, FIRE_DAMAGE, 0);
}
@ -1644,37 +1604,70 @@ bool cEntity::MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn)
void cEntity::SetSwimState(cChunk & a_Chunk)
{
m_IsInFire = false;
m_IsInLava = false;
m_IsInWater = false;
m_IsHeadInWater = false;
int RelY = FloorC(GetPosY() + 0.1);
int HeadRelY = CeilC(GetPosY() + GetHeight()) - 1;
ASSERT(RelY <= HeadRelY);
if ((RelY < 0) || (HeadRelY >= cChunkDef::Height))
{
m_IsSwimming = false;
m_IsSubmerged = false;
return;
}
BLOCKTYPE BlockIn;
int MinRelX = FloorC(GetPosX() - m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
int MaxRelX = FloorC(GetPosX() + m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
int MinRelZ = FloorC(GetPosZ() - m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
int MaxRelZ = FloorC(GetPosZ() + m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
int MinY = Clamp(POSY_TOINT, 0, cChunkDef::Height - 1);
int MaxY = Clamp(FloorC(GetPosY() + m_Height), 0, cChunkDef::Height - 1);
for (int x = MinRelX; x <= MaxRelX; x++)
{
for (int z = MinRelZ; z <= MaxRelZ; z++)
{
for (int y = MinY; y <= MaxY; y++)
{
BLOCKTYPE Block;
if (!a_Chunk.UnboundedRelGetBlockType(x, y, z, Block))
{
LOGD("SetSwimState failure: RelX = %d, RelY = %d, RelZ = %d, Pos = %.02f, %.02f}",
x, y, z, GetPosX(), GetPosZ()
);
continue;
}
if (Block == E_BLOCK_FIRE)
{
m_IsInFire = true;
}
else if (IsBlockLava(Block))
{
m_IsInLava = true;
}
else if (IsBlockWater(Block))
{
m_IsInWater = true;
}
} // for y
} // for z
} // for x
// Check if the entity's head is in water.
int RelX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width;
int RelZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width;
// Check if the player is swimming:
if (!a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn))
int HeadHeight = CeilC(GetPosY() + GetHeight()) - 1;
BLOCKTYPE BlockIn;
if (!a_Chunk.UnboundedRelGetBlockType(RelX, HeadHeight, RelZ, BlockIn))
{
// This sometimes happens on Linux machines
// Ref.: https://forum.cuberite.org/thread-1244.html
LOGD("SetSwimState failure: RelX = %d, RelZ = %d, Pos = %.02f, %.02f}",
RelX, RelY, GetPosX(), GetPosZ()
LOGD("SetSwimState failure: RelX = %d, RelY = %d, RelZ = %d, Pos = %.02f, %.02f}",
RelX, HeadHeight, RelZ, GetPosX(), GetPosZ()
);
m_IsSwimming = false;
m_IsSubmerged = false;
return;
}
m_IsSwimming = IsBlockWater(BlockIn);
// Check if the player is submerged:
VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, HeadRelY, RelZ, BlockIn));
m_IsSubmerged = IsBlockWater(BlockIn);
m_IsHeadInWater = IsBlockWater(BlockIn);
}
@ -1710,7 +1703,7 @@ void cEntity::HandleAir(void)
int RespirationLevel = static_cast<int>(GetEquippedHelmet().m_Enchantments.GetLevel(cEnchantments::enchRespiration));
if (IsSubmerged())
if (IsHeadInWater())
{
if (!IsPlayer()) // Players control themselves
{

View File

@ -481,11 +481,17 @@ public:
virtual bool IsRclking (void) const {return false; }
virtual bool IsInvisible(void) const { return false; }
/** Returns whether the player is swimming or not */
virtual bool IsSwimming(void) const{ return m_IsSwimming; }
/** Returns true if any part of the entity is in a fire block */
virtual bool IsInFire(void) const { return m_IsInFire; }
/** Return whether the player is under water or not */
virtual bool IsSubmerged(void) const{ return m_IsSubmerged; }
/** Returns true if any part of the entity is in a lava block */
virtual bool IsInLava(void) const { return m_IsInLava; }
/** Returns true if any part of the entity is in a water block */
virtual bool IsInWater(void) const { return m_IsInWater; }
/** Returns true if any part of the entity is in a water block */
virtual bool IsHeadInWater(void) const { return m_IsHeadInWater; }
/** Gets remaining air of a monster */
int GetAirLevel(void) const { return m_AirLevel; }
@ -619,8 +625,17 @@ protected:
/** Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void. */
int m_TicksSinceLastVoidDamage;
/** If an entity is currently swimming in or submerged under water */
bool m_IsSwimming, m_IsSubmerged;
/** If any part of the entity is in a fire block */
bool m_IsInFire;
/** If any part of the entity is in a lava block */
bool m_IsInLava;
/** If any part of the entity is in a water block */
bool m_IsInWater;
/** If the entity's head is in a water block */
bool m_IsHeadInWater;
/** Air level of a mobile */
int m_AirLevel;
@ -647,7 +662,8 @@ protected:
/** Called in each tick to handle air-related processing i.e. drowning */
virtual void HandleAir(void);
/** Called once per tick to set IsSwimming and IsSubmerged */
/** Called once per tick to set m_IsInFire, m_IsInLava, m_IsInWater and
m_IsHeadInWater */
virtual void SetSwimState(cChunk & a_Chunk);
private:
@ -693,7 +709,3 @@ private:
cMonsterList m_LeashedMobs;
} ; // tolua_export

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@ -156,7 +156,7 @@ bool cPawn::IsInvisible() const
void cPawn::HandleAir(void)
{
if (IsSubmerged() && HasEntityEffect(cEntityEffect::effWaterBreathing))
if (IsHeadInWater() && HasEntityEffect(cEntityEffect::effWaterBreathing))
{
// Prevent the oxygen from decreasing
return;
@ -486,6 +486,3 @@ cEntityEffect * cPawn::GetEntityEffect(cEntityEffect::eType a_EffectType)
auto itr = m_EntityEffects.find(a_EffectType);
return (itr != m_EntityEffects.end()) ? itr->second.get() : nullptr;
}

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@ -147,17 +147,8 @@ void cPickup::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
// Position might have changed due to physics. So we have to make sure we have the correct chunk.
GET_AND_VERIFY_CURRENT_CHUNK(CurrentChunk, BlockX, BlockZ)
int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
// If the pickup is on the bottommost block position, make it think the void is made of air: (#131)
BLOCKTYPE BlockBelow = (BlockY > 0) ? CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
BLOCKTYPE BlockIn = CurrentChunk->GetBlock(RelBlockX, BlockY, RelBlockZ);
if (
IsBlockLava(BlockBelow) || (BlockBelow == E_BLOCK_FIRE) ||
IsBlockLava(BlockIn) || (BlockIn == E_BLOCK_FIRE)
)
// Destroy the pickup if it is on fire:
if (IsOnFire())
{
m_bCollected = true;
m_Timer = std::chrono::milliseconds(0); // We have to reset the timer.
@ -261,7 +252,3 @@ bool cPickup::CollectedBy(cPlayer & a_Dest)
// LOG("Pickup %d cannot be collected by \"%s\", because there's no space in the inventory.", a_Dest->GetName().c_str(), m_UniqueID);
return false;
}

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@ -92,9 +92,6 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
{
ASSERT(a_PlayerName.length() <= 16); // Otherwise this player could crash many clients...
m_IsSwimming = false;
m_IsSubmerged = false;
m_InventoryWindow = new cInventoryWindow(*this);
m_CurrentWindow = m_InventoryWindow;
m_InventoryWindow->OpenedByPlayer(*this);
@ -2503,12 +2500,7 @@ void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos, bool a_PreviousIs
m_Stats.AddValue(statDistClimbed, FloorC<StatValue>(a_DeltaPos.y * 100 + 0.5));
}
}
else if (IsSubmerged())
{
m_Stats.AddValue(statDistDove, Value);
AddFoodExhaustion(0.00015 * static_cast<double>(Value));
}
else if (IsSwimming())
else if (IsInWater())
{
m_Stats.AddValue(statDistSwum, Value);
AddFoodExhaustion(0.00015 * static_cast<double>(Value));

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@ -193,10 +193,10 @@ void cEnderman::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
return;
}
// Take damage when touching water, drowning damage seems to be most appropriate
// Take damage when wet, drowning damage seems to be most appropriate
if (
cChunkDef::IsValidHeight(POSY_TOINT) &&
(GetWorld()->IsWeatherWetAtXYZ(GetPosition().Floor()) || IsSwimming())
(GetWorld()->IsWeatherWetAtXYZ(GetPosition().Floor()) || IsInWater())
)
{
EventLosePlayer();

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@ -194,7 +194,7 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
{
if (
(IsOnGround() && (GetSpeed().SqrLength() <= 0.5)) || // If walking on the ground, we need to slow down first, otherwise we miss the jump
IsSwimming()
IsInWater()
)
{
m_bOnGround = false;
@ -221,7 +221,7 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
{
Distance *= 2.5f;
}
else if (IsSwimming())
else if (IsInWater())
{
Distance *= 1.3f;
}

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@ -47,7 +47,7 @@ void cSquid::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
return;
}
if (!IsSubmerged())
if (!IsHeadInWater())
{
if (m_AirLevel <= 0)
{
@ -79,6 +79,3 @@ void cSquid::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
super::Tick(a_Dt, a_Chunk);
}